There exists a phenomenon called false memory. These are memories which a person sincerely believes are true yet can objectively be shown to be false. A colloquial name for this is the "Mandela effect", so named because many people in the late 1980s and into the 1990s believed that Nelson Mandela was dead. Given that he was imprisoned by the South African government from 1962 to 1990, people could be forgiven in the pre-Internet days that he was dead. In the context of suppressed memory cases, usually involving child sexual abuse, the theory is very controversial. However, I am not going down that road.
Instead I am going to pull some false memories from elements of popular culture which I have found interesting. James Rolfe did an excellent video in his Angry Video Game Nerd series satirizing the supposed "Berenstain Bears Conspiracy" : https://www.youtube.com/watch?v=LB3CybXl8rs The conspiracy alleges that there has been a concerted effort to change the authorship of the Berenstain Bears books from "Berenstein" to "Berenstain." After all, doesn't everybody remember the "Berenstein Bears"? I remember the books and the shows being referred to as the "Berenstein Bears" and used that label to refer to them myself. I would suggest that the mistakes lies in three factors. First, "Berenstein" and "Berenstain" are very similar words. Second, "Berenstein" is a more common surname than "Berenstain" Third and perhaps most important, "Berenstein" is easier to say that "Berenstain."
So from my own experiences, let me describe two instances where I probably am the subject of false memories. Originally I was going to describe three memories, but I forgot what the third memory was! [Update : I finally recalled what it was!] For the three examples I will explain the origins of the memory and try to explain how I may have acquired the memory falsely.
Showing posts with label LucasArts. Show all posts
Showing posts with label LucasArts. Show all posts
Sunday, August 13, 2017
Monday, December 26, 2016
Community Produced DOS Game Enhancement Hacks
In the past several years, ambitious and talented programmers and hackers have made some substantial improvements to some classic DOS games. Here in this blog entry I will highlight some of the hacks I consider to be the most impressive or most useful. I am particularly interested when elements of a game, such as unique sound effects, that could have been experienced at the time of the game's release in a less than ideal way have been added to the DOS versions of these games.
This is not intended to be a comprehensive list of every hack out there. I am not including simple speed fixes or DOSBox compatibility patches. I also am not including any hack which I feel violates the "spirit" of the original DOS code. Some of these hacks are more involved than others, but I wanted to give an overview of what kind of hacks are out there. Some of these hacks are nearly 10 years old, but all were given to an organized community of vintage computer and DOS gaming enthusiasts.
This is not intended to be a comprehensive list of every hack out there. I am not including simple speed fixes or DOSBox compatibility patches. I also am not including any hack which I feel violates the "spirit" of the original DOS code. Some of these hacks are more involved than others, but I wanted to give an overview of what kind of hacks are out there. Some of these hacks are nearly 10 years old, but all were given to an organized community of vintage computer and DOS gaming enthusiasts.
Saturday, October 24, 2015
PC 16 Color Showcase - The Secret of Monkey Island
Released on or about September 18, 1990, The Secret of Monkey Island was LucasArts' last 16-color PC Adventure game. Like its previous SCUMM engine games for the PC, it runs on CGA, Tandy, EGA, MCGA, VGA and Hercules graphics. It comes on eight 360KB disks or four 720KB disks and you can play it without a hard drive if you want to torture yourself. Like LOOM, SoMI will support two floppy drives and the room assignments for each disk usually make sense.
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| The Dock - 16 Color Version |
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| Scumm Bar - Hercules |
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| Scumm Bar - CGA (16 Color Version) |
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| Scumm Bar - 16 Color Version |
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| The Dock - 256 Color Version |
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| Mancomb Seepgood |
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| Estevan, a.k.a. One-Eyed Frank |
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| Captain Smirk, the Sword Trainer |
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| Demo Title Screen |
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| Demo Troll |
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| Software Toolworks PC CD-ROM Version Menu |
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| PC CD-ROM Version |
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| Carla, the Sword Master |
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| Governor Elaine Marley |
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| Guybrush Threepwood Closeup |
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| The Voodoo Head |
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| Copy Protection 16 Color Version |
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| Copy Protection 256 Color Version |
So, why play the 16-color version when you can enjoy 256 colors and CD Audio without copy protection or speed limitations? Well, the Roland MT-32 soundtrack is available here and sounds very good, so you are not losing much in the audio department. The graphics should detract nothing from the game's humor or well-constructed plot. However, you should really play it in this format to appreciate the gorgeous 16-color artwork made for the game. 16-color artwork is hard to do well, but LucasArts had some of the best graphics artists in the business working for them. I have peppered this post with their work, so let me leave you with some of their breathtaking panoramic backgrounds. (LucasArts was doing these since Maniac Mansion, but Sierra did not embrace them until King's Quest VII!)
Saturday, October 17, 2015
Ask me about LOOM
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| Title Screen |
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| Full Box Contents (courtesy of TheFloppyDisk.com) |
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| Loom Island |
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| Loom Sanctuary |
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| Crystalguard |
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| Shepherd's Meadow |
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| Dragon's Cave |
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| Forge Interior |
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| Cathedral Balcony |
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| Shore of Wonder |
| Loom Theme | Swan Lake Name | Location in Swan Lake | Notes |
| Overture | Scène: Moderato | Act II, Numbers 10 & 14 | Roland MT-32 Only |
| Opening/Loom Island | Pas de Trois: Intrada/Allegro | Act I, Number 4, Movement 1 | |
| The Elders/Closing | Danse des Petit Cygnes: Moderato | Act IV, Number 27 | |
| Crystalguard/Glassmakers | Danse des Cygnets: Allegro Moderato | Act II, Number 13, Movement 4 | |
| Meadow/Shepherds | Pas D'action | Act I, Number 6 | |
| Forge/Blacksmiths | Pas de Trois: Moderato | Act I, Number 4, Movement 4 | |
| Cathedral/Clerics | Pas de Trois: Andante Sostenuto | Act I, Number 4, Movement 2 | |
| Final Confrontation/Dead Ones | Scène: Moderato | Act II, Numbers 10 & 14 | More of an arrangement |
LOOM may have been intended (depending on when Moriarty commented on the matter) to be the first part of a trilogy of games or the trilogy was left open as an option. The second game was going to be called Forge and feature the adventures of Rusty Nailbender to try and save his guild. The third game was going to be called The Fold and follows the adventures of Fleece Firmflanks to try to restore the world. However, Moriarty and his team were busy working on other projects and the drive was not there at LucasArts to complete the trilogy and eventually the moment had passed. However, there were guilds and drafts mentioned in the written materials and the game which were not used in LOOM, perhaps the sequels may have used some of these ideas.
Guilds mentioned in the Book of Patterns or in the game and not featured include :
Seismologists
Embalmers
Undertakers
Florists
Career Politicians
Assassins
Miners
Umbrella Openers
Dancers
Psychotherapists
Shepherds
Organists
Nannies
Conductors
Firefighters
Statisticians
Bookbinders
Woodcutters
Vintners
Mages
There are twelve guild symbols used for the copy protection :a quill pen in an inkpot, a crook with a sheep, a spinning loom, a pair of scissors, a drinking goblet, a toy horse, a T-square, a three-pronged staff, an abacus, a hammer and anvil, a wavy line and a magnifying glass. I would suggest these represent Career Politicians, Shepherds, Weavers, Tailors, Vintners, Toymakers, Architects, Clerics, Statisticians, Blacksmiths, Seismologists (or Mages) and Psychotherapists.
Drafts mentioned in the Book of Patterns but not used in the game include :
Summoning
Tongues
Tremblor
Shrinkage
Desire
Waterproofing
Folding
Confusion
Warmth
Aphrodesia
Extinguishing
Blessing
Rending
The drafts use the musical notes across a scale from C-C'. You can use sixteen drafts in the game. Two drafts, Opening and Transcendence, do not change from game to game, but the rest do. All the other drafts have three possible note combinations. However, you only need to write down only eight drafts to get to the end of the game.
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| Bobbin Threadbare |
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| Mother Hetchel |
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| Elder Atropos |
Roland Stereo Soundtrack by George Alistair Sanger and David Warhol
AdLib™ Soundtrack by Eric Hammond
CMS Stereo Soundtrack by Eric Hammond
Tandy Soundtrack by Dave Hayes and David Warhol
IBM PC Soundtrack by Dave Hayes and David Warhol
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| Hetchel as a Swan |
Tandy Edition by Aric Wilmunder (if running the game on a Tandy 1000 computer), otherwise
IBM PC Edition by Aric Wilmunder
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| Master Goodmold |
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| Fleece Firmflanks |
It is no accident that the Elders are named Atropos, Clothos and Lachesis, which are the names of the three Fates of Greek Mythology. Like the Greek Fates, who dictate the destiny of every mortal from birth to death, the Elders control access to the Loom, which contains the pattern of all life and death in its threads. The Greek Clotho uses a Distaff and Spindle to spin the thread of life. The Loom Clothos is the least hostile of the Elders to Hetchel. The Greek Lachesis measures the thread of life with a rod, while the Loom Lachesis is the one to denounce Hetchel, implying her thread has reached its end Finally, the Greek Atropos cuts the thread of life, indicating the doom of the person. Elder Atropos from Loom is the the one who casts the draft of Transcendence on Hetchel, symbolically ending her physical life.
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| The Dragon |
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| Rusty Nailbender |
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| Master Stoke |
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| Bishop Mandible |
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| Cob |
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| Rusty Nailbender as a Ghost |
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| Lady Cygna Threadbare |
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| Chaos |
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| Loom FM Towns |
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| Loom PC CD (Aspect Ratio Corrected) |
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| Anything else you want to know? |
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